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Getting paid to make games and apps / Kristina Lyn Heitkamp.

Summary:

"For a technophile, it's not a big leap to want to create something new. This title offers readers from grades seven through twelve the chance to discover career options in game and app development and the education that will qualify them for those options. Apart from figuring out the creative side, the reader will also discover what is necessary to break into an extremely competitive market as a professional. Readers will experience engaging sidebars that introduce successful young developers and their creations, and various types of references throughout will allow the reader to take in the whole world of development" -- Google Books.

Record details

  • ISBN: 9781508172963
  • ISBN: 150817296X
  • Physical Description: 80 pages : color illustrations ; 24 cm.
  • Edition: First edition
  • Publisher: New York : Rosen Publishing, 2017.

Content descriptions

Bibliography, etc. Note:
Includes bibliographical references and index.
Formatted Contents Note:
All fun and games -- Go to the head of class -- Skills to pay the bills -- Show me your moves -- Future of industry.
Target Audience Note:
Grades 7 to 12.
Subject: Computer programming > Vocational guidance > Juvenile literature.
Application software > Juvenile literature.
Video games > Design > Juvenile literature.

Available copies

  • 5 of 5 copies available at NC Cardinal. (Show)
  • 1 of 1 copy available at Iredell County Public Library.

Holds

  • 0 current holds with 5 total copies.
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Location Call Number / Copy Notes Barcode Shelving Location Status Due Date
Statesville Main Library YA 005.1023 HEI (Text) 33114024030025 Young Adult Nonfiction Available -

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24510. ‡aGetting paid to make games and apps / ‡cKristina Lyn Heitkamp.
250 . ‡aFirst edition
264 1. ‡aNew York : ‡bRosen Publishing, ‡c2017.
300 . ‡a80 pages : ‡bcolor illustrations ; ‡c24 cm.
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4901 . ‡aTurning your tech hobbies into a career
5212 . ‡aGrades 7 to 12.
504 . ‡aIncludes bibliographical references and index.
5050 . ‡aAll fun and games -- Go to the head of class -- Skills to pay the bills -- Show me your moves -- Future of industry.
520 . ‡a"For a technophile, it's not a big leap to want to create something new. This title offers readers from grades seven through twelve the chance to discover career options in game and app development and the education that will qualify them for those options. Apart from figuring out the creative side, the reader will also discover what is necessary to break into an extremely competitive market as a professional. Readers will experience engaging sidebars that introduce successful young developers and their creations, and various types of references throughout will allow the reader to take in the whole world of development" -- Google Books.
650 0. ‡aComputer programming ‡xVocational guidance ‡vJuvenile literature.
650 0. ‡aApplication software ‡vJuvenile literature.
650 0. ‡aVideo games ‡xDesign ‡vJuvenile literature.
830 0. ‡aTurning your tech hobbies into a career. ‡0(CARDINAL)630149
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